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sparky

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Everything posted by sparky

  1. http://combatace.com/files/file/13924-c-130eh-usaf-pack-originally-by-dels/ Try the above by Daddyairplanes. Alan
  2. Last operational RAF VC-10 tanking flights took place today (20/9), report on BBC news. Two remaining aircraft to be flown from Brize Norton to museums and then that's it. Going to miss them......
  3. Wrench- I've just read your readme about having trouble with the spainish knox to use with Dedalo. In a previous discussion, it was found that the stock speed value was too low for it to be selected as a carrier escort-the game engine was selecting minimum fleet speeds above the top speed of the Knox. Hope this helps
  4. My updated folder (named Type88_AA) includes the following: Type88_AA.ini Type88_AA.LOD Type88_AA_DATA.ini Type88_AA_Userlist (created by myself) a sub-folder named Green with Textureset.ini and two bmp textures JAP and JAPSOLDIER- I routinely rearrange these to enable the possibility of repaints, they can be left in the Type88_AA folder and will still work. Remember some sfp1 items are seriously old and lack the [GroundobjectData] statement in the object ini (Type88_AA.ini in this example)- have a look at the bofors ini that works if you need an example.
  5. Carrier based anti-ship and CAS bug has been fixed, Wrench will be a happy bunny!
  6. As regards the Iowa's I've had them turn up both as carrier escorts and in stand alone surface action groups. I can confirm frigates will appear as carrier escorts ( I fly RN a lot- seen Leanders, Rothesays etc). I think however you may be onto something when you say it is like something preventing the model to appear. Looking at the Knox data ini, one thing struck me: how damned slow it is-slower than the RN frigate types, Gearing, Fletcher, Iowa, virtually all carriers, Spruance DD, even the OH Perry is faster. That made me stop and think- I've only seen the Knox escorting the LPD/LHA groups- and hey presto their top speed is only set to around 10 (m/s?) which is slower than the Knox. Looking at a campaign file, a minimum fleet speed is set (eg 10.289) which the US frigates CAN manage while various single missions generated by the sim and saved show speed= values ranging from 6 up to 19.6, the upper values of which the Knox certainly CAN'T achieve. Finally note the Dedalo top speed: 18.18 I'd therefore conclude that giving your Balaeres class a higher non-prototypical top speed (or conversely slowing Dedalo down) may well solve the problem, certainly nothing else springs out from the data ini..... Alan
  7. I've had similar problems with other task forces, I'll sum up what I've found in case it helps. The sim will select all warship types in single missions, but seems to follow these rules: 1st selection must be a carrier and it appears the primary "nationname=" must be set to the country you want. 2nd selection will be capital ship(s) either battleship or cruiser will work, it will select preferably one with nationname set as above, failing that another friendly nations ship with the following set in the data ini: Exported=TRUE ExportStartYear=1939 ---- select appropriate years ExportEndYear=1986 ExportAvailability=RARE ---set as appropriate Note if this is used, no notice is taken of either userlists or nameslists- eg I've seen Australian Brooklyn class cruisers -tho' the nameslist will generate displayed names if your country is listed in it. Finally if no capital ships found it will then go on to search for destroyers. 3rd and 4th selection will then be destroyers and then frigates, subject to the same conditions for capital ships. Note it isn't possible to mix friendly/hostile vessels in one entry and have automatic selection (I tried making argentine Fletchers by setting exporttoenemy=true and adding them to the nameslist-it didn't work, then tried a standalone nation specific version which did) Finally (just for interest) entering WarshipClass=Submarine in the data ini doesn't crash the sim, but I've yet to see one outside of a manually pre-scripted mission. Alan
  8. Try swapping USAF and USN in the CAMPAIGN5_DATA.ini file, so that usn is service001. I know that single missions can have problems if the first listed service isn't a naval one, perhaps it's the same problem. Sparky
  9. CORRECTION to previous post: cas will work if land based, carrier based cas results in same problem as noted by Wrench- target will show up but not be id'd as primary target, even if all then destroyed mission failure still results. Selecting carrier based armed recon gave a recon mission with null waypoints. Alan
  10. Wrench, I've tried anti-shipping (traditional type against cargo ships) on a modified desert map (sf2/sf2e/sf2na merged install with mods). Flying from land (red or blue), I could achieve a successful mission against both stock/non-stock vessels. However flying from a "blue" carrier (usn or rn) gave the problem you have noted and it doesn't seem to matter whether you sink the ships yourself or let your wingies do the job.. haven't got a red carrier to try. Perhaps there is a scripting error if flying traditional anti-ship from a carrier...this wouldn't show up on stock Iceland cos TK disabled the mission type on that map... also had a go at cas from usn/rn carriers with mixed results, could achieve success as long as I finished before Red crown/Hawkeye gave a mission failed/success message. Destroying everything after this (which previously often got you a partial success debrief) still resulted in mission failure. All testing during 1957-1970 from stock usn carriers and ac, rn testing using ark royal with mirage factory F-4K (ported from sf1),buccaneer and DAT scimitar (again ported from SF1) Alan
  11. SF2 gets famous? (NSFW)

    ahh... the new tfr feature!
  12. I've been using the Ark Royal as a subtitute for another carrier(HMS Victorious) in a kuwait1961 test campaign. I added some radar entries and a userlist, not much else was needed. I've included the entries from the campaign data ini if it helps. Note the carrier has to be defined and the CarrierNumber= line has to match. The carrier will only appear for player squadron, ai squadrons will still do the waterbound take-off. Hope this helps, Alan [AirUnit014] AircraftType=Scimitar UnitName=803NAS FAA StartDate=06/30/1961 ForceID=1 Nation=RoyalNavy DefaultTexture=803Sqn StartNumber= BaseArea=Yankee Station CarrierBased=TRUE CarrierNumber=05 BaseMoveChance=0 RandomChance=100 MaxAircraft=12 StartAircraft=12 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=100 UpgradeType=NEVER MissionChance[sWEEP]=80 MissionChance[CAP]=50 MissionChance[iNTERCEPT]=50 MissionChance[ESCORT]=0 MissionChance=60 MissionChance[CAS]=30 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=20 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 UpgradeType=NEVER [CarrierUnit001] CarrierType=ArkRoyal CarrierNumber=05 UnitName=R05 Victorious ForceID=1 Nation=RoyalNavy BaseArea=Yankee Station NumSquadron=5 BaseSize=MEDIUM Experience=100 Morale=100 Supply=100
  13. OK cheers....now I know why I keep getting the DAT japanese cargo barges all the time (damned small targets)! Alan
  14. Wrench, I'm in the process of installing this....putting ground units in at the moment. I note however a LOT of ship designated as cargo ships with generic nationality. Has the bug about only 4 generic cargo ships been fixed in SF2, or am I right in thinking this may cause CTD problems? If I'm wrong, sorry to bother you...but thought I'd better ask. Alan
  15. Chipmunk

    The Chipmunk isn't known for speed ( it has a relatively small engine). I remember reading an student RAF pilots account of trying to race a Deltic locomotive hauled train on the East Coast main line...and losing. The Deltics were the fastest the railways had at the time, but they were only 100 mph machines. If you must speed it up I would think increasing your engine thrust is the best place to start..... Alan
  16. I would think a hungry allosaurus would be very animated..... sorry, wrench... couldn't resist!
  17. I'll stress this just a guess... Rear prop has off-centre thrust-line, therefore full power will push nose down....maybe front prop is then striking ground. Suggest try reducing front prop diameter to see if solves the problem. Alan
  18. My understanding is that the aircrafts reference span is compared with the LargeParkingMaxSpan entry in the airfield ini (I note your example quotes a value of 60 which would prevent the C-5 from appearing as its span is 67.89). I have found some ac to lack this value in their data ini's - this may also have an effect. Tk has previously mentioned in another post about limiting high poly a/c appearing in parked positions due to framerate hits, whether this has yet been implemented I don't know. Other possible factors I can think of include service start/end dates and limited nations statements (or lack thereof). Finally to help Wrench, the overlap problems are generally due to incorrect reference wing span in the aircraft data ini (and usually complete lack of a ReferenceLength entry). I've found entering/correcting these to solve any overlap problems I've encountered....haven't needed the TWPEB yet! Alan
  19. Try checking the Ymac values in the data ini. Left hand flying surfaces should be negative figures, right hand positive. I've found several types (including most all-weather sabres and several ww2 types) to have all negative or all positive. Manifests itself in hard mode as a stall into a spin when trying to make anything other than the gentlest of turns, yet doesn't show up in normal mode.
  20. I've had a quick test of missions from 2009-2020, got shilkas, s-60 57mm AAA and toyota DHSK + DHSK emplacements. Allied side consisted of gepards throughout, with stinger-d and later hawks in 2009-2010. All of these found to be defined as either mobile AAA or static AAA, no sign of any static_SAM or mobile_SAM objects at all, whereas I've seen sa-2,sa-3, sa-6 during historical missions. Static SAM's need to have a radar available to network to (most modern ones seem to be networked as sa-6),so I looked at the associated radar, service end date was 2020 so that shouldn't be the problem. Don't forget sf-2 a/c and objects are also governed in SF-2 by their userlists as regards in-service dates. However, this still doesn't seem to explain the lack of modern SAM systems- maybe there's an issue with the game engine?
  21. Hope you spot this Wrench-I don't want to post this into your sticky post concerning prop fixes. While researching radar frequencies for SF2 came across www.vectorsite.net/ttwiz.html - all sorts of useful info concerning radar/rwr/ecm during WW2. Probably key points to note: Monica- rear facing radar, stopped being used when RAF discovered Luftwaffes "Flensburg" was homing on its emissions. Boozer-passive RWR picking up Lichtenstein radar emissions, fitted to bombers Serrate- passive device used on Mosquito NF's picking up Lichtenstein BC and SN2 radar, no mention of use on Beaufighters (probably replaced in forward roles by Mossies by time of introduction) Naxos ZR-Luftwaffe passive RWR on NF's warning of centrimetric (later allied AI ) radar emissions Also used were devices (by both sides) to home on their opponents IFF emissions (don't think this can be modelled though) Hope this helps... Sparky
  22. perhaps playing around with the campaign supply and morale values might help, high morale and/or supply tends to encourage aggressive behavious by the ground forces. Also, check start dates of ground units...making the russians start later will delay them from attacking you.
  23. Try looking at the overall supply values..higher values make the ground units attack more often, also check end service dates for tanks etc as one side not having much armour could cause a quick loss for them
  24. correct, albeit at the cost of losing an existing player flyable unit. Myself, to keep it simple I'd convert the first friendly AI sqn by copying and overpasting a player-flyable sqn remembering to amend the airunit no. Add this sqn to your campaign ini file list with the unit no matched up. Finally add an entry in the squadronlist.ini (in pilotdata folder) otherwise some briefings which call your sqn name can look a little odd. Other points to catch the unwary- watch your startdates, weapon-entries and mission chances in the sqn list...fighter sweep with an A-10 anyone?!
  25. sorry.... meant before hostile units!
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